1. Tannenberg
  2. News

Tannenberg News

Gallipoli - Major Improvements to Gun Play

[p]Some of the biggest changes in Gallipoli compared to the previous games can be found in the gunplay. It has received a major set of improvements and reworks to really improve the realism and pacing of the game, while also making it more satisfying. You’ll feel greater differences between the weapons in the game.[/p][p]
Before we get into the actual changes, let’s discuss our reasoning![/p][p][/p][p]Note: if you can't see the images, try the blog on Reddit![/p][p][/p][h2]Pacing & Immersion[/h2][p]While we believe our previous games were a good showcase of what fighting in WW1 was like, we really wanted to take it to the next level with Gallipoli. For this, we took a close look at pacing and immersion, how we could more closely capture what combat was like as a soldier on the front. We hope to push teamwork and smart decision making more in Gallipoli and make battles feel more realistic. Every weapon should have their own challenges, yet be fun and rewarding to use.[/p][p]Now, that’s easier said than done. There’s no ‘immersion slider’ we can tweak a little. So to achieve this, we’ve made some major improvements in all kinds of different areas of the game. A lot of these are related to weapon handling and player status, how a soldier would react in the heat of combat. Let’s take a look at some of the improvements we’ve made![/p][p][/p][p][/p][p][/p][h2]Reloading[/h2][p]Reloading got a lot of love in Gallipoli. All of the reloading animations are upgraded massively and are completely unique for each and every single weapon! Reloads and bolting are a bit slower and methodical in Gallipoli to better reflect real life, which also requires you to be more tactical with when and where you reload.[/p][p][/p][p][/p][p][/p][p]Each weapon in Gallipoli has their reload split into three stages: unloading, reloading and closing the bolt. For single-round reloaded weapons like rifles, every round inserted functions as an extra stage.[/p][p]Completing a stage essentially functions as a checkpoint in case you need to interrupt the reload. It’s more realistic that way; once you put a round into the weapon, you won’t have to do so again after getting interrupted.[/p][p][/p][p][/p][p][/p][h2]Suppression[/h2][p]One of the other biggest changes is how suppression works and affects you at the receiving end. In Isonzo, getting suppressed was mostly a visual effect, restricting your vision. In Gallipoli however, it triggers your fight or flight instinct![/p][p]Being suppressed initially increases sway and recoil. As you continue to get suppressed, you’ll start to panic and the effects get much more severe. Your vision darkens and you lose color perception. Your hands start shaking, making it very difficult to aim and return fire. Near misses from bullets cause you to flinch and throw off your aim. [/p][p]If you’re heavily suppressed, you may also struggle to properly close the bolt, the last stage of a reload. It’s not a gun jamming mechanic that requires manual input. You will always succeed in reloading, but it takes a second longer than usual. Of course, this comes with another unique animation![/p][p][/p][p][/p][p][/p][p]Suppression by bullets happens when bullets are whizzing past you. Machine guns have the easiest time suppressing others due to the volume of fire, and doing so should be the main priority. Bullet suppression is stronger at longer ranges, to make sure you don’t get all shaky in one-on-one close-quarters combat.[/p][p]Explosions also suppress. The strength and range depends on the size of the explosion. Explosives that are designed to stun instead of destroy, like certain types of grenade, cause relatively more suppression. Explosions and stunning are a big topic on their own, so more on that in a later blog![/p][p]The best way to combat suppression is to go prone, preferably behind cover. Lying on the ground makes you partially resist the effects of suppression and helps you recover quicker.[/p][p][/p][p][/p][p][/p][h2]Weapon Handling[/h2][p]Once you spawn in, weapon in hand, you’ll first notice some general changes we made to handling. We’ve built on the systems used in Isonzo to add more layers of depth and realism to the weapons in Gallipoli. [/p][p][/p][h3]Drag & weight[/h3][p]Drag is a new feature in Gallipoli and determines how quickly your weapon follows your movement, based on its weight. Lightweight weapons like pistols respond only slightly slower to turning around, aiming down sights and the end of a sprint. Heavy weapons like machine guns take a bit longer to do all of that. Overall we balanced it to make it a bit more challenging to snap on target, but not take 3-5 business days to do so either.[/p][p][/p][p][/p][p][/p][p]Weapon modifications do affect a weapon’s weight, so an SMLE MK.III without bayonet or scope will be snappier than one with.[/p][p][/p][h3]Sway[/h3][p]Weapon sway has gotten a lot of attention and now more closely reacts to your status! The basic ‘breathing sway’ pattern has been completely reworked to match reality more closely, but we’ve also added two new factors: ‘hand wobble’ and ‘arm fatigue’. Both add a bunch of little movements that come with handling a weapon of different weight classes.[/p][p]Hand wobble is the inaccuracy that comes with handling lighter weapons like pistols, while arm fatigue is the strain on your arms from carrying around a big chunk of metal like a machine gun. Of course, holding your breath to focus on aiming massively reduces all sway for a limited time. [/p][p][/p][p][/p][p][/p][h3]Surface Resting[/h3][p]You can now rest any weapon on any surface! Previously only an option for weapons with bipods, it’s now extended to all weapons in various degrees. [/p][p]If you’re aiming from behind cover or are lying prone on the ground, you’ll have an easier time aiming your weapon. Unlike bipods, there’s no setup required to benefit from it. Bipods are still available on some weapons and do still require deployment, but have a way stronger effect on aim than surface resting.[/p][p][/p][p][/p][hr][/hr][p][/p][p]That’s all for now! There are a bunch more improvements that really elevate the immersion, but we’ll show those another day. If you’d like to stay up to date, be sure to wishlist and follow Gallipoli on Steam![/p][p]If you’d like to learn more about the history of the Middle Eastern theater of WW1, be sure to check out our new video with Dr Chris Kempshall![/p][p][/p][previewyoutube][/previewyoutube]

Gallipoli - Introducing Anzac Cove

[p]Hello everyone![/p][p]Today we’re exploring another map coming to Gallipoli, and the map that probably comes to mind first when you think of ‘Gallipoli’: Anzac Cove.[/p][p][/p][h2]Landing at Anzac Cove[/h2][p]Following the failure to force a naval passage through the Dardanelles Straits in March 1915, the Entente allies decided that they would need to change their strategy. If they were to achieve their goal of capturing Constantinople and knocking the Ottoman Empire out of the war, they needed to land infantry on the Gallipoli peninsula to capture or destroy the Ottoman fortresses that guarded the straits. [/p][p][/p][p][/p][p]Landing at Anzac Cove, source: https://www.awm.gov.au/collection/C53771[/p][p][/p][p]In the early hours of the 25th April 1915 soldiers from the Australian and New Zealand Army Corps (ANZAC) approached the shore. They were aiming to land on Z Beach but had drifted a mile further north. Their plan was to take the beaches and then move on to capture various key ridges beyond. The Ottoman defenders detected their approach whilst the boats were still offshore and opened fire. The attack was on. Upon reaching the beach, the Australian soldiers fought uphill to capture their first objective: Plugge’s Plateau. However, the landscape beyond proved hugely difficult to traverse. [/p][p][/p][p][/p][p]Steep hills of Anzac Cove, source: https://www.awm.gov.au/collection/C1000859[/p][p][/p][p]The defending Ottomans were hard-pressed. Whilst awaiting reinforcements, the commanding officer, Mustafa Kemal (later Kemal Atatürk, founding father of modern day Turkïye) issued his famous ‘I order you to die’ command to his men as he launched counter attacks. The Anzacs struggled to hold out against determined Ottoman attempts to force them back to the beaches. Their commanders decided to abandon the plan of capturing further ridges and instead dig in at Russell’s Top and hold the little territory they had gained. They would not progress much further for the rest of the campaign.[/p][p]
[/p][p]Mustafa Kemal (Kemal Atatürk, fourth from the left), source: https://www.awm.gov.au/collection/C196601[/p][p][/p][h2]Anzac Cove in Gallipoli[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Steep hills, sharp ridges and enough shrubberies to make someone shout “Ni!” characterize Anzac Cove. There’s not much in terms of visual cover when you’re running around, but you can make use of plant cover if you lay down in the right spots. As for the battle itself, well, it starts off with a grand entry of the British Empire… by boat.[/p][p][/p][p][/p][p]The battle starts with the British forces divided across multiple boats. Soldiers will then row you towards the beach. In the meantime, you can focus on providing covering fire with your weapon of choice. This continues until the first sector is captured, halfway up Plugge’s Plateau.[/p][p]On the Ottoman side, you’re sitting relatively comfortably at the objectives. While the British forces are splashing about, they’re a sitting duck with a complete lack of cover. These early stages of the battle are the best time for the Ottomans to really hack away at the attackers’ momentum. Be sure to bring some rifles![/p][p]The objectives themselves provide plenty of cover, but more worryingly perhaps, Krupp 75mm and HMG positions that can be used to send the attackers on a quick one-way trip to the bottom of the Aegean Sea.[/p][p][/p][p][/p][p]It’s an uphill battle for the British forces, both literally and figuratively. Once the first sector is captured however, they’ll be able to use it as their forward base and continue over Plugge’s Plateau and head for the Sphinx.[/p][p][/p][p][/p][p]After running down the other side of Plugge’s Plateau, the climb back up begins. Along the ridge sits one of the two objectives, one that doesn’t have much in the way of cover. Aside from some sandbags and the odd shrubbery, this steep objective is sure to get chaotic. [/p][p]The other objective sits right on the shoulders of the Sphinx – or Yuksek Tepe amongst the Ottomans, an eye-catching geographical outcrop – and is likely easier to defend. Not only does it feature an underground cabin, some shooting nests, and plenty of foliage, it’s also one of the highest points on the map. You can spot people all the way back on Plugge’s Plateau, and even the beach in some places.[/p][p][/p][p][/p][p]Running towards the third sector at Russell’s Top, the terrain evens out a bit. On the attackers’ left side, it’s only a slight incline. The right side sits lower, but leads to the same objective at the very end.[/p][p]The final Headquarters is a series of trenches complete with tunnels, shooting nests and a nice view. Everything you need for a final Ottoman stand![/p][p][/p][p][/p][h2]The Arsenal[/h2][p]Let’s have a look at two more weapons commonly used on the Ottoman Front! This time, two standard issue sidearms you would’ve seen during the Landing at Anzac Cove.[/p][p][/p][h3]Webley Mk.VI[/h3][p]The Webley Revolvers are a series of top-break revolvers adopted in 1887, where it became the standard issue service revolver of the British Empire. It fires the .455 Webley cartridge, making it amongst the most powerful revolvers of its type. [/p][p]Compared to its prior models, the Mark VI had its barrel extended from 100mm to 150mm for better effectiveness at range – though its typical engagement range was quite short.[/p][p][/p][p][/p][h3]FN M1903[/h3][p]The FN M1903 is a Browning-design semi-automatic pistol firing the 9mm Browning Long cartridge, comparable to the 9x19mm Parabellum of the German Luger. The design was popular for its ease of use, reliability and accuracy.[/p][p]8,000 FN M1903 pistols were ordered by the Ottoman Empire for police use prior to WW1, but ended up in the hands of Officers and specialized units during the war. More were produced for the Ottomans after the FN factory was captured by the Germans. [/p][p]It is one of many famous foreign-made semi-automatic pistols fielded by the Ottoman army.[/p][p][/p][p][/p][hr][/hr][p][/p][p]Got all that? Great. If you haven’t already, be sure to check out the Ctesiphon blog as well to learn more about the battles in Mesopotamia and the ancient Arch of Ctesiphon. You can expect more information from us again soon, so be sure to add Gallipoli to your wishlist![/p]

The Wolf Truce has returned!

[p]During the brutal winter of 1918, hunger and frost claimed countless lives. But the fallen were not left alone. Packs of starving wolves, drawn by the scent of blood, began haunting the battlefield. They feasted on the dead… and soon turned their fangs on the living.[/p][p]The attacks grew so relentless that German and Russian soldiers agreed to a ceasefire, to fend off the living nightmare together.[/p][p]Was it real, or just a ghost story whispered through the ages? The evidence is scarce, and the tale mainly survives through eerie newspaper clippings from overseas. True or not, the Wolf Truce lives on, and every year, the wolves return.[/p][p]
[/p][p]The pack has returned… and this time, they’re right on time for Steam Scream Fest! The wolves will stalk into any match, forcing a sudden and eerie silence across the trenches.[/p][p]When they appear, a ceasefire will be called. If both sides respect the truce and work together to drive off the beasts, all players will earn the rare Wolf Truce medal. But beware, if even one soldier breaks the peace, the battlefield descends into chaos, so think long and hard on who to shoot. One enemy can be argued with, the other not. [/p][p]The Wolf Truce event runs until November 3, 10AM CET. Dare you face the howls in the dark?[/p]

Update v66919

[p]We released a small patch fixing the Unity vulnerability issue, CVE-2025-59489.[/p]
  • [p]Unity Editor update to 2022.3.67f2,[/p]
  • [p]Security patch[/p]
[p]Download is expected to be around 3.5 GB.[/p]

Gallipoli - Introducing Ctesiphon

[p]Hello everyone![/p][p]Now that you have an idea how the Expedition game mode works, it’s time to explore one of the maps of Gallipoli: Ctesiphon! We’ll also be taking a look at two of your standard rifle options. But first, let’s dive into the Battle of Ctesiphon![/p][p][/p][h2]Battle of Ctesiphon[/h2][p]British forces landed in Mesopotamia in November 1914 to capture the valuable port of Basra and secure ongoing access to the oil fields. The following year, having been reinforced, Major-General Charles Townshend commanding the 6th (Poona) Indian Division resolved to march inland, following the River Tigris. Having captured the city of Kut Al Amra in September 1915, Baghdad now seemed to lay within reach. However, Townshend’s supply lines were becoming stretched and his single division was a long way into Ottoman territory.[/p][p][/p][p][/p][p]© National Portrait Gallery, London, NPG x81092, [/p][p]https://www.npg.org.uk/collections/search/use-this-image.php?mkey=mw73623[/p][p][/p][p]Despite this, Townshend was determined to push on. It was whilst moving towards Baghdad that his forces encountered a well-prepared Ottoman defensive position in the ruins of the ancient city of Ctesiphon on 21st November 1915. A strong defensive redoubt, known as the Vital Point secured one flank of the Ottoman line. Capturing this became Townshend’s prime objective and he ordered a dawn attack to begin on the 22nd November. However, although attacking forces – heavily composed of Indian and Gurkha soldiers – were able to seize part of the front line, they could not break through. Furthermore, the battlefield was proving to be deceptive – the Ottomans were able to flood various hidden irrigation ditches to make reaching the trenches much more difficult. [/p][p][/p][p][/p][p]Source[/p][p][/p][p]Casualties at the end of the first day were heavy and after trading attacks and counter-attacks on the 23rd, both the British and Ottoman forces were nearly at breaking point. The Ottoman general in command – Nureddin Pasha – decided to withdraw his forces rather than risk them being overrun. However, upon realising that the British were also retreating, he changed his mind and took up the pursuit. The remnants of Townshend’s forces retreated back to the city of Kut where they were soon besieged.[/p][p] [/p][h2]Ctesiphon in Gallipoli[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Ctesiphon is an open map set on the ruins of the ancient city of its namesake. The Arch of Ctesiphon, or Tāq Kasrā, is most of what remains to this day, close to the current course of the river Tigris. It has three sectors to control, with a Headquarters each and an Optional Objective for the first two. Be sure to check out the Game Mode blog if you haven’t already![/p][p][/p][p] [/p][p]The first sector features a small section of the wall that once protected the ancient city of Ctesiphon. It doesn’t stand as tall as it once did, but still provides great cover to whoever’s dug in here. The other objective is the Vital Point and allows you to spot anyone who dares go over the top.[/p][p][/p][p] [/p][p]Sector 2 has you battle under the Arch of Ctesiphon itself. It provides great cover to those who control the objective and funnels the engagement into a few chokepoints. The other side of the sector sits on top of the Gurkha Mound, providing a view over most of Ctesiphon.[/p][p][/p][p][/p][p]The third sector sits right by the banks of the Tigris. Sand makes way for more fertile soil and crops as we close in on the final Headquarters objective. This large HQ is a series of supply and artillery pits, split in two by an offshoot of the river.[/p][p][/p][p][/p][p]As the battle progresses, a sandstorm rolls in and changes the battlefield completely. Not only does the sand get everywhere, it also decreases your vision to just a couple meters ahead of you.[/p][p]It’s not all bad news though, as limited vision also brings new opportunities. No man’s land is now a lot less dangerous than before, so a lot more engagements will take place on and around the objectives. Maybe ditch your sniper rifle for something with a little less magnification.[/p][p][/p][h2]The Arsenal[/h2][p]Now, if you’re heading to the front, you’re going to need something to fight with. Let’s take a look at two staples of the British and Ottoman armies![/p][p][/p][h3]Short Magazine Lee-Enfield Mk.III[/h3][p][/p][p][/p][p]Commonly known as the SMLE Mk.III, or “Smelly”, this is the quintessential Lee-Enfield rifle used by forces of the British Empire on the Ottoman Front. Over 5 million SMLE Mk.III rifles and variants thereof were produced during WW1.[/p][p]The SMLE Mk.III has a 10-round box magazine to be loaded with two 5-round charger clips. It comes equipped with a rear sight arrangement, fixed charger guide, a magazine cut-off system and a handy field cleaning kit stored in the buttstock. Got to keep it in mint condition![/p][p][/p][h3]Mauser 1903[/h3][p][/p][p][/p][p]The Mauser 1903, or Ottoman Mauser, is a Gewehr 98 modified for use by the Ottoman Army, produced in Germany. The bolt arm had been curved to block the stripper clip when inserting rounds, the receiver, cocking cam and firing pin were made larger and longer and the rifle could be fitted with older Ottoman bayonets, to name a few of the changes made.[/p][p]Around 200,000 rifles were received by the Ottomans by 1905 and distributed across the empire, remaining in Turkish service until the 60s. [/p][p][/p][hr][/hr][p][/p][p]That’s it for today! Hope you like this first (proper) look at Ctesiphon and two of the weapons coming to Gallipoli. Stay tuned for more information coming soon, and please double check if Gallipoli is on your wishlist![/p]